America's Army - Basic Training FAQ

GamingHyena's Guide to America's Army Training FAQ v1.1
America's Army can be quite frustrating because so much of the game depends
on the successful completion of your training. Therefore, I created FAQ to help you
complete the training so you can get on with the game.
*NOTE*
This FAQ cannot be put on any website, public or private, without express permission of
the author. Want permission? E-mail: Happyhyena2000@yahoo.com. Also, if you
provide a tip I can use, I will credit you in the next version of the FAQ.
Check out my website for reviews and more walkthroughs at
http://gaminghyena.tripod.com/
Copyright 2003 All rights reserved.
*NOTE*
Version 1.0: Initial Release (3/24/03)
Version 1.1: Added Expert Marksmanship training
Table of Contents:
1. Copyright Information
2. Version History
3. Basic Training
4. Airborne School
5. Expert Marksmanship
Basic Training:
Rifle Marksmanship:
Background:
Ah, the joys of Rifle Marksmanship. This is one of the most frustrating training
missions in the entire game. Although easy to pass, it can be quite difficult to master.
Objectives:
-23 hits: Marksman (lowest level required to pass)
-30 hits: Sharpshooter
-36 hits: Expert Marksman (required for sniper training)
You begin with the drill instructor informing you of the basics of the Rifle
Marksmanship training course. You get 40 targets, and 40 bullets. You only need to hit
23 targets to pass, although you'll want to hit more if you want access to sniper weapons
(and who doesn't). When the instructor finishes speaking, walk over to your right and
pick up the M16A2 rifle and ammo from the table and proceed to firing point 9 (go
outside the gate and head left. Alternatively, you can just stand there for a while and you
will be teleported over to firing point 9 with your gun.
Now you get the chance to fire 4 clips of ammo into the targets to the front of
you. Two clips will be in the standing position, and two will be in the unsupported
position (i.e. you can stand, crouch, or lay down). You must wait until the instructor
says, "commence firing" to start shooting, or he blows his whistle and you have to start
over. Alternatively, fire only in front of you. Shooting anywhere else (such as at the
soldier in the observation tower or at the recruit to the far right you of will result in you
starting over. Also, killing the instructor (and believe me after retrying a few times you'll
want to) will result in a lengthy stay at Ft. Leavenworth. The first time you try and
qualify, I recommend using your shots to try and hit targets while zoomed. For the rest
of you who are just trying to qualify for Expert Marksman, I find rapidly clicking in
semi-automatic mode is quicker than burst mode in finishing the hated practice rounds.
Now comes the tricky part: the qualifying trial. You get 20 rounds standing and
20 lying down. Remember that you only get 40 targets, so although you don't have to hit
every one you shouldn't be too choosy. You will also need to reload your weapon before
you qualify, so don't forget. There are two basic methods for succeeding on the firing
range, so try both and see which better fits your style.
Continuous Zoom:
As the name implies, you will be zoomed in for the entire exercise. This allows
you to react quickly and hit the target sooner (they only stay up for a few seconds). The
main downside is that your soldier's constant loud breathing throws off your aim.
However, it is still possible to shoot accurately if you know when to fire during his
breathing cycle. You can fire accurately just after the soldier breathes in or out (listen for
the distinctive "Wheeee," and "Whoooo" sounds). Be careful, since you only have a
window of about a second to aim and fire before he inhales/exhales again. When
scanning for targets, move the scope down so that you can see the range on the upper half
of your screen. However, since your soldier breathes regularly, you can easily time your
shots to coincide with his breathing cycle.
Snap Shot:
Snap shot refers to seeing the target, then quickly going into zoom mode and
firing. The advantage to this method over Continuous Zoom is that you don't have to
contend with the breathing problem. The main disadvantages are that you don't have a
lot of time to properly aim you shot, and if you wait too long your soldier will start to
breathe and throw off your aim. If you choose this route, aim your rifle at the target and
then use the scope to make any minor adjustments before firing.
However you ultimately choose to shoot, using the scope is a must. With it, you
have almost no chance of hitting faraway targets. When aiming, try and have the black
bar in the middle of the scope cover the body of the target (where you can only see its
head). The first 20 rounds are where you will make or break your qualifying trial (when
you are standing up). Since it is more difficult to accurately hit targets when standing,
you must make sure you don't waste your slack (remember, you can miss 4 rounds and
still qualify as an Expert Marksman). Also, if you miss a target the first time, do not try
for it again (unless you have too many missed targets already). Some targets seem to
have force fields around them that makes them bulletproof, meaning you can waste your
shots on them all day and not hit them.
Obstacle Course:
Background:
With the horrors of the rifle range behind you, you can now advance to the next
training mission. The obstacle course will introduce you to the basics of movement in
America's Army by having you maneuver around the course.
Objectives:
-Complete the obstacle course in under 1:30
Courage:
Once the instructor is finished explaining the basics of the course, move forward
and sidestep (strafe) through the mini maze, staying in the white lane of the course. The
next part of the course teaches basic jumping and crawling skills. You must crawl, jump,
and crawl again under the logs to pass this part. Simply crouching down isn't enough;
you must lie down to get under the logs. If you find yourself unable to get into the
crawling position, you may be standing too close to an object. Take a step back and try
again.
Honor:
Next comes the climbing portion. Climb up the wooden ladder and walk across
the beam. It's best to look down at the beam when walking and try and keep the beam in
a straight line in your vision. Instead of climbing down, you can simply jump off the
beam; it will save you time during your timed run of the course.
Integrity:
You are faced with a wooden wall with handhelds. It is too big to jump over, so
obviously you must climb it. Look up and move forward when facing the wall to climb
over it.
Loyalty:
This part of the course combines you skill of climbing with your skill of walking
forward. Just climb up the ladder and walk across the planks (don't worry, you won't fall
through them). You can then either climb down the net on the opposite side, or simply
jump down (and be treated to a sickening crunch when you hit the ground).
Respect:
In keeping with the previous theme of "you'd have to be a retard not to pass this
course," the instructors challenge you with a tube to get through. But you'll show them!
Simply crouch and walk through the tube. Now who's Mr. Smartypants? Hmm?
Service:
You must now walk across a thin beam over a sand pit. Although easy, you might
want to fall just once to spite the instructor who has an unnatural attraction to his "freshly
raked sand pit."
Courage:
Your final obstacle consists of rows of barbed wire you must pass under. Just lie
down and crawl underneath all the barbed wire to finish the course. There, wasn't that
fun?
Now you are ready for the timed part of the course. Simply navigate the course
again under a minute thirty seconds to pass. Since the instructor doesn't stop you at
every point like he did before, this should be easy for you (although he seems very
impressed in your ability to perform these simple tasks).
US Weapons:
Background:
Now you get to handle the fun stuff. Heavy weapons abound in this mission, and
best of all - no marksmanship test!
Objectives:
-Familiarize yourself with U.S. infantry weapons
Walk over to the M249 SAW and pick it and the ammo up by using the "action"
command (default button: E). On the firing range, you can try and hit the tanks or (your
old arch nemesis) the red targets. Once you're done spraying the field with inaccurate
fire, proceed to the next table.
You get the M203. It's like the M16, but with a grenade launcher attached. You
ought to fire off a few grenades (default button: H) because they make this comical
"boink" sound when you lob one off. And just in case you were wondering, no you
cannot shoot one at the ground and blow yourself up. You only get practice grenades
(and a good thing too if you were planning on using them to blow yourself up).
Next come the smoke and frag grenades. Those of you who have suicidal
tendencies can rejoice in the knowledge that these are live grenades that can kill you.
However, you might want to throw a few onto the range to see what they're like. Also,
you can "cook" a grenade by holding it in your hand and then throwing. Remember that
the grenade only has a 5 second fuse, and you don't want to be holding it when it goes
off.
If for whatever reason you don't want to try the weapons, you don't have to. Just
walk up the stairs at the far end of the range to complete the mission.
MOUT Training:
Background:
Although MOUT sounds like the noise an agitated barnyard animal might make,
it actually stands for Military Operations in Urban Terrain. As the name implies, you
will spend the course in an urban setting (actually just a big building with a bunch of
doors) and have to differentiate between friend and foe. For those of you who are old
enough to remember, it's a lot like Hogan's Alley for the NES.
Objectives:
-Shoot target Charlie
-Shoot target Bravo
-Shoot target Alpha
-Unlock door in dark
-Cross finish line
When you first start out, you are told that you should throw a flashbang
grenade into the room to stun your opponents, then rush into the room before the effects
wear out. Actually, all that's required of you is to shoot the three cardboard cutouts of
the terrorists (one is to your left behind some tires, one is in the window to your right, and
one is in the upper lefthand corner). They won't fire back, so you can take your time if
you choose. When all three are shot, the door will open. Inside the next room are a
doorway and a ladder leading down. Take the ladder down and crawl through the tube
(the doorway just leads behind the window where you shot the terrorist. Turn on your
night vision goggles (default button: V) and you should see a person behind the grate up
ahead. This person is a civilian; so don't shoot him (although you have to wonder what a
civilian is doing in a pipe). Take a right and go down the pipe. At the end of the pipe is
yet another person behind the grate, but this one is a terrorist. Shoot him and follow the
pipe out until you see a group of terrorists (don't forget about the other terrorist in the
final pipe to the right).
Shoot the three terrorists in the room and head out the door. Continue down the
hall, shooting terrorists along the way (use your night vision goggles to get the all). You
should come to a locked door. Face the door and hold the "use" command to pick the
lock. Head right and you should see a ladder. Climb the ladder and go through the
doorway. Shoot the terrorists and go through the doorway (by the civilian in and yellow
jacket). Follow the hall down and open the final door. Walk outside to finish the
mission. Since you have finished basic training, you are now able to play online.
Airborne School:
250' Tower:
Background:
Finishing Airborne School allows you access to the 82nd airborne division as well
as Ranger School. But first, you must successfully parachute off a 250 foot training
tower. Given the difficulty in making a safe landing plus the game's rather lackluster
instructions, this is easier said than done.
Objectives:
-Successfully parachute off the training tower
Airborne training is conducted at Fort Benning, Georgia. The instructor tells you
the basics of airborne training and leaves you with one very important bit of information:
"Make sure you are facing 90 degrees from the direction you are moving and flare before
hitting the ground and go into a PLF."
What this basically boils down to is: look straight ahead when you are about to
land if you don't want to be 2 feet shorter. The easiest way to tell if you are looking
straight ahead is if you can see equal parts of both your left and right hands at the very
top of your screen. Of course, since you start the mission looking straight ahead, as long
as you don't move your mouse you won't have to worry about that.
When you reach the top of the tower, you get the second vital piece of
information for parachuting safely:
"Press to flare your parachute and slow you descent before
landing. Be careful: flaring too soon or too often can lead to a premature collapse of the
parachute."
Unfortunately, the game isn't nice enough to tell you when "too soon" or "too
often" is, so I've developed a good rule of thumb for flaring the chute at the right time.
At the top of the tower, the instructor will say what sounds like "sixty-nine times sixty-
nine times sixty-nine times" and then you will drop. When you drop, repeat to yourself
"sixty-nine times sixty-nine times sixty-nine times" at the same rate as your instructor
said it, and then flare the chute. When you flare the chute, just tap the "flare" button a
few times before you hit the ground. You can only flare your chute about 3 times before
it collapses, so don't tap the button too quickly. With any luck you will land safely (your
soldier automatically rolls when he hits the ground) and pass the mission.
Live Jump:
Background:
Your final jump is from an airplane flying at 1,250 feet. Furthermore, you must
land within the designated circle to pass the mission. Although slightly more difficult
than the training tower, it can be done on the first try with proper instruction. Oh, did I
mention it was being done at night?
Objectives:
-Successfully parachute from a C-17 Globemaster
-You must land within the circle to pass the mission
Again, this jump can be done easily provided your timing isn't off. You start the
mission looking out the door of the airplane. Pay attention to the lights near the doorway.
They flash from red to yellow to green to signify when you are to jump. Once outside the
aircraft move forward and left towards the drop zone. Your goal is to get as close to the
green smoke as possible. All the meanwhile, you should be counting "one and two and
three and four..." all the way up to twelve. When you hit twelve, you should flare your
chute. This will slow you down some. By this time you should be facing forward. Flare
it again about a second later to slow down even more and you should hit the ground. You
will go into a roll and with any luck end up still inside the circle. Congratulations, you
just earned your airborne wings!
Expert Marksmanship
M-24 Range:
Background:
Congradulations! You finally made Expert Marksman. Welcome to sniper school. You will be training
with the M-24 Sniper Rifle.
Objectives:
-Hit the white target. You only get one shot.
All snipers live by a simple rule, "one shot, one kill." Unfortunately, this will be your standard
as well when qualifying for this course. The good news for you is that you only have to be accurate once to
qualify. Therefore, I would suggest training a little before you have to make it count (if you choose not to train you can simply
train you can simply walk off the range to begin your qualifying shot. At these ranges,
hitting a target is virtually impossible unless you take the following steps first:
1) Drop to the ground
2) Make sure there are no obstructions and you have a clear shot
3) Use the tripod (default button: H)
4) Make sure you take the shot at the right time during your breathing cycle.
You have all the time in the world to make the shot, so only take it when you are good and ready.
Scan the range and find the white target. Get into position and aim the cursor at the target. You will
notice how much breathing affects your aim, so remember to shoot only after the "Wheeee" and "Whoooo" when
you aim is at its best. Finally, try to aim at the head of the target, since there seems to be a slight
drop in the path of a bullet at these ranges. This is a lot easier than qualifying for Expert Marksman,
so relax and only fire when you feel ready.
M-82 Range.
Background:
The M-82 is the big brother to the M-24, firing a whopping 50 caliber shot. This will allow you
to take on both infantry and vehicles with ease.
Objective:
-Destroy unexploded ordinance. You only get one shot.
This rifle handles a little differently from the M-24, so you might want a few practice shots.
The recoil on the M-82 is unbelieveable, and is so powerful you will be jolted out of zoom mode when you fire.
Your job in this case is to destroy an unexploded mortar shell. Line up your shot using the same steps as
the M-24 and look for the mortal shell. It looks like a typical image of a bomb (actually, it looks like
a giant chicken leg sticking out of the ground). When you have located the shell, aim for the top white
portion of the shell and fire. That should give you enough height to compensate for the distance and allow
you to pass the course.

Submitted by GamingHyena - Published on 03/27/03See all America's Army